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When thrown, it disables enemy equipment and electronics within the blast radius, also lightly stuns enemy targets. The severity of the effect depends on how close the enemy is to the explosion. It explodes about a second after throwing.

Similar to the EMP scorestreak, any players affected by the EMP Grenade will be unable to call in scorestreaks. This will not, however, affect currently active scorestreaks unless they are also within the EMP Grenade's radius.

Unlike its Call of Duty: Modern Warfare 3 variant, EMP grenades in Call of Duty: Black Ops II are omnidirectional and unaffected by cover. This means that you can destroy equipment and affect scorestreaks through any cover as long as it is within the EMP grenade's radius. Combining this with the Engineer perk can be very useful, and you can disarm a room full of equipment without ever entering it.

The EMP Grenade will also blind people, making for an improvised flashbang/concussion grenade. In addition, players receive fifty points and an EMP assist should a teammate eliminate a hostile who was affected by the grenade, much like the EMP scorestreak. The EMP cannot effect the player's equipment and if the player hits himself/herself with it his/her HUD will only be offline for a moment (specifically, the time taken for the HUD to recover from scrambling).

The EMP grenade only makes an appearance in Green Run. If the player has the Monkey Bomb at the time and gets the EMP grenade, it will replace them. The EMP can affect Zombies and players alike: Zombies hit by the blast will be pacified, staying still or moving slowly and aimlessly until a player goes too close to them, sprints or shoots. This can be used to buy time indefinitely for other activities without having to kite a live zombie, given that nobody does any of the aforementioned. Zombies affected do not have a blue glow in their eyes. Should a player be hit, their HUD is disabled for the duration of the EMP, and any optical gunsights are nullified. If used while the Mystery Box or the Pack-a-Punch Machine are in use, they will abruptly stop giving/upgrading a weapon. Perk-a-Cola machines (except Quick Revive when playing solo) are also disabled momentarily, and their respective perks are not in effect for any players carrying them until the machine is powered again (these perks are transparent on the HUD).

In TranZit, it is required to finish Tower of Babble, and it can also instantly kill the Avogadro. Max Ammo power-ups can make the Avogadro significantly easier to deal with. The EMP effect on humans also makes it useful on Grief in order to weaken the enemy, and potentially drain them of points spent on the Mystery Box or Pack-a-Punch Machine as well as remove them from their weapons should the timing be right.

A group of zombies under the effect of an EMP

Double Tap perk disabled by an EMP Grenade, noticeable by its transparency

EMP Grenade

Maximum Ammunition

· 4 (SP, within the Variable Grenade; can be upgraded to 5 then 6)· 2 (MP)

"Disable enemy equipment and exo movements. Can be manually detonated."

— In-game description.

The EMP Grenade returns in Call of Duty: Advanced Warfare. It can also be used within the Variable Grenade in both campaign and multiplayer. In campaign, it can be used to eliminate groups of enemy drones and ASTs. In multiplayer, it can disable an enemy's Exosuit for three seconds and distorts their HUD, similar in effect to a System Hack.

In Black Ops II, strangely, destroying a Sentry Gun or Guardian will not count towards the prestige challenge for destroying enemy equipment. This is also true for destroying other scorestreaks such as the Dragonfire or Hunter Killer.

In Call of Duty: Modern Warfare 2 in the files there is a cut perk called "EMP Grenade x3"